Hi all, We've been working on fixing the issues around mixed lighting for a while now and think that we've reached a point where we can share a build with the community. With this build we are also adding a revised Lighting window, which includes a lighting lister we call the Light Explorer. Overview Goals of this experimental build: Fix what’s referred to as “mixed mode” approaches to lighting (baked lightmaps + realtime shadows/lighting). Offer long range baked shadows support. Offer a set of well-defined lighting solutions targeting different use cases and hardware. Improve lighting authoring. Key details: Dynamic lights remain unchanged, two modes for these exist in the Lighting window. Mixed mode lights are now named “Static”. Five light modes are being offered for them, see the new Lighting window for options to globally pick one. Baked lights are unchanged and now called “static cheap lights”, this is a single mode by definition. How to get the beta builds These builds are based off of 5.4.0f3 - the release version of Unity 5.4. However they are EXPERIMENTAL builds so we do not recommend you use them in production. Windows: https://oc.unity3d.com/index.php/s/CoKHRyPCgYWokyw Mac: https://oc.unity3d.com/index.php/s/c8FBUIR3NSdkxSy Documentation Please read the Documentation on these features in PDF form which you can download from the link below: https://www.dropbox.com/s/eg3ym2ldyl7ec6g/LightingModesUserManual-preview1.pdf?dl=0 Feedback The type of feedback that we're looking for: Do the modes provided cover your lighting needs, or are we still missing something? How is the usability of the new lighting window? Does everything work? Is there any important information missing in the UI? Is there anything else that's broken? Known Issues We have some known issues and parts of the UI that are work in progress. Note that we will do our best to update this part of the post as you report stuff to us! - Runtime/Tools In some light modes gamma color space mode looks broken. → Please test in linear color space for now Standard shader: Exceeded allowed instruction count in shader model 2.0. “Directional Specular” lightmap mode is broken. Visual disparity of normal maps between modes Using subtractive with high intensity lights produces some weird artifacts UI Lighting Explorer: We should not be able to set Area lights to dynamic. Lighting Explorer: GUI performance is bad whenever a lot of lights are used (temporary workaround: close the Lighting Explorer while in Play Mode). Mac : Font size issue on retina display Subtractive mode : Only one directional light should be in the Scene and it should be static -> display a warning when this is not the case. We are looking forward to your feedback and appreciate your help!